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      1 /*
      2  * Copyright (C) 2010 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 
     18 package com.replica.replicaisland;
     19 
     20 /**
     21  * A component to include dynamic collision volumes (such as those produced every frame from
     22  * animating sprites) in the dynamic collision world.  Given a set of "attack" volumes and
     23  * "vulnerability" volumes (organized such that only attack vs vulnerability intersections result
     24  * in valid "hits"), this component creates a bounding volume that encompasses the set and submits
     25  * it to the dynamic collision system.  Including this component in a game object will allow it to
     26  * send and receive hits to other game objects.
     27  */
     28 public class DynamicCollisionComponent extends GameComponent {
     29     private FixedSizeArray<CollisionVolume> mAttackVolumes;
     30     private FixedSizeArray<CollisionVolume> mVulnerabilityVolumes;
     31     private SphereCollisionVolume mBoundingVolume;
     32     private HitReactionComponent mHitReactionComponent;
     33 
     34     public DynamicCollisionComponent() {
     35         super();
     36         mBoundingVolume = new SphereCollisionVolume(0.0f, 0.0f, 0.0f);
     37         setPhase(ComponentPhases.FRAME_END.ordinal());
     38         reset();
     39     }
     40 
     41     @Override
     42     public void reset() {
     43        mAttackVolumes = null;
     44        mVulnerabilityVolumes = null;
     45        mBoundingVolume.setCenter(Vector2.ZERO);
     46        mBoundingVolume.setRadius(0.0f);
     47        mHitReactionComponent = null;
     48     }
     49 
     50     @Override
     51     public void update(float timeDelta, BaseObject parent) {
     52         GameObjectCollisionSystem collision = sSystemRegistry.gameObjectCollisionSystem;
     53         if (collision != null && mBoundingVolume.getRadius() > 0.0f) {
     54             collision.registerForCollisions((GameObject)parent, mHitReactionComponent, mBoundingVolume,
     55                     mAttackVolumes, mVulnerabilityVolumes);
     56         }
     57     }
     58 
     59     public void setHitReactionComponent(HitReactionComponent component) {
     60         mHitReactionComponent = component;
     61     }
     62 
     63     public void setCollisionVolumes(FixedSizeArray<CollisionVolume> attackVolumes,
     64             FixedSizeArray<CollisionVolume> vulnerableVolumes) {
     65         if (mVulnerabilityVolumes != vulnerableVolumes || mAttackVolumes != attackVolumes) {
     66             mAttackVolumes = attackVolumes;
     67             mVulnerabilityVolumes = vulnerableVolumes;
     68             mBoundingVolume.reset();
     69             if (mAttackVolumes != null) {
     70                final int count = mAttackVolumes.getCount();
     71                for (int x = 0; x < count; x++) {
     72                    mBoundingVolume.growBy(mAttackVolumes.get(x));
     73                }
     74             }
     75 
     76             if (mVulnerabilityVolumes != null) {
     77                 final int count = mVulnerabilityVolumes.getCount();
     78                 for (int x = 0; x < count; x++) {
     79                     mBoundingVolume.growBy(mVulnerabilityVolumes.get(x));
     80                 }
     81              }
     82         }
     83     }
     84 }
     85